recently I have been trying to port over the OpenGL interface due to some problems with Intel Graphic chips which have a bad OpenGL driver in Windows. I need help to port a Quad in OpenGL to DirectX. Heres what i have done in OpenGL:

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To mirror the texture, negate the v component of the texture coordinate. D3D and OpenGL consider the "up" direction differently in this case.

To blend with alpha channel, you need to enable the alphablend render state, and set the blend source and destination states accordingly.

As a side note, you don't want to be locking the vertex buffer at each frame if you don't need to. If you have a genuine need to do so, use a vertex buffer with dynamic usage flag specified. Excessive locking can cause stalling because the hardware can't use the buffer for rendering while it is locked to you. Requesting dynamic usage hints the driver to allocate the buffer to a physical memory resource that allows fast write usage at the expense of rendering performance (though choosing the actual allocation strategy is still up to the driver).

Alpha textures seem to render almost properly. But there are still some black blocks left.

Negating the y cords seems to work for the mirror part but the image is still some of sort of upset down. The main menu texture should be top. The ry1 and ry2 coordinates seem to be incorrect. Am I calculating them wrong? On top of that my Textures seem to be blurry and there might be a part missing

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OpenGL interprets screen-space positions as the centre of the pixel
DirectX interprets screen-space positions as the top-left corner of the pixel
(Or is it the other way round?)

Either way, to stop your textures from blurring, you need to subtract 0.5 from your screen-space positions when changing between OpenGL and DX. This is like shifting them up-left by 0.5 pixels. So they will still fill the same pixels, but it will affect how the texture coordinates are interpolated, and should stop the blurring

Regarding locking, only do so when you actually change the text contents. You can't get the DataStream any other way than locking the buffer, nor can you keep the reference to it between frames (because it would keep the resource locked).

You can change the text color by modulating the rgb of the texture with a constant color factor, instead of locking the buffer. In fixed function pipeline, this is achieved by setting appropriate texture stage states, and in a pixel shader the operation is a single multiplication.

I think the black bars appear because texture transparency is not drawn properly. For example my main menu bar should be drawn a little bit transparent like in the openGL pickture I included above.My DrawGlyph function does render a transparent texture at whitespaces. This shouldnt be the problem because it is working in OpenGL aswell.

Ok, thanks for your tip changing from BMP to PNG. This removed the black bars . Could you please provide a snippet how to not lock the Vertex buffer each frame, because I am not getting it? And i still need the textures to be a bit translucent.

Simply don't do the lock->write->unlock in the same place where you draw. The buffer update should only be done when you actually want to change its contents, which is usually far more seldom than drawing it.

And if you want "bit more translucent", you can adjust the alpha levels on the PNG files, or modulate the alpha of the texture by using texture stage states or (again) simple maths in the pixel shader.

I do not need to adjust the alpha levels, because they should already be in the PNG. In OpenGL those textures are rendered translucent, but in DirectX they arent. Just compare the OpenGL and the DirectX one: In OpenGL you can see the snow falling behind the texture where "Main Menu" is drawn on. In DirectX you cant.
I think I am missing some parameters for alpha Blending, am I?

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If you have alpha blending on, the alpha factor comes from the texture stage setup or the pixel shader. If either outputs alpha of 1.0 (independent of any source textures), the drawn geometry is opaque even though blending is enabled.

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D3D textures have a "pitch" that is the number of bytes per line. It may or may not be equal to width * bytes per pixel, and you should not assume that it is.

The actual visible pixels are guaranteed to be at the beginning of the scanline (regardless of the pitch) so the most robust way to copy an image to a texture is to copy the data one line at a time, and shift the destination pointer by the pitch after each line until all the lines are copied. I don't know how to do this in SlimDX, though - I'm a native D3D user.

Also check that the source and destination formats are same (or at least have the same bit count per pixel).

Also, do not create the texture each frame. This is very detrimental to performance. Instead, keep the texture reference in your code after you've created it, and merely update it when you want to change the contents.

The hopefully last minor bugs are that my z-position isnt applied correctly and the textures are still a bit blurry.The small album art should be rendered over the big one. It is working fine in OpenGL, but z-Positions can go beyond 1.0f in OpenGL. If I draw my z-Positions with values over 1f they wont show up. I am currently setting any positions over 1f to 1f which creates this bug i think.The other thing is that the textures are not that good as in OpenGL. I experimented with some TextureFilters ending up using a linear filter, which is still not too fine. In OpenGL i am using MipMaps to have smooth textures. Can I do the same in DirectX?

EDIT: Fixed z-Positions, still need to examine why the textures are a bit blurry though I am shifting the Pixels by 0.5

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In the image attached to your last post, it seems that there is not a 1:1 size correspondence between the source and target. If this is intented, be sure to enable minification, magnification and mip filtering. For mip mapping, you need to allocate and fill the mip levels (I believe there is a D3DX helper function for filling them).

Could this issue also be caused because I am not using textures with sizes of a power of two? The Sizes are not the same, they need to get scaled. For instance covers of any size can be used and they need to get scaled to fit. Could my calculation of the positions be too inaccurate? I need to scale the positions down to values from 0 to 1. In OpenGL I was able to specify screen positions. Is there a setting to do this in D3D aswell?

Edit: I got it smooth now. But I am now getting small bars. After setting